InLabs Group · Game Library

A live simulation for every core business course.

Fourteen classroom games on one engine. Students join on their phones in seconds and play three rounds against a real business model. Each game has its own world, its own look, and a guide to playing it.

14games, one per core course
3play modes in every game
50minutes per session
0apps or accounts for students

The library

Open a game on the projector to run it, or read its guide first. Every guide covers the decisions, the scoring, tips for players and a run sheet for facilitators.

How every session runs

Learn one game and you can run all fourteen. Only the decisions and the model behind them change from course to course.

  1. 1Join

    Students scan the QR on the projector, type a first name and land in a team with a role.

  2. 2Predict and decide

    Each round, teams predict their own result, then make their decisions against a timer.

  3. 3Reveal

    The model scores every team. An event card changes the market before the next round.

  4. 4Debrief

    Podium, awards and debrief questions, then a short written reflection. Export it all as CSV.

Three ways to play

The facilitator picks the mode before starting. Every game supports all three.

Team

One decision per team. The Lead submits while the Analyst, Treasurer, Risk officer and Voice argue it through. Best for 20 to 60 students.

Individual

Every student runs their own company in the same market. Computer players fill empty seats, so any class size works.

Hybrid

Students decide individually inside a team. Team scores are the average, so you get teamwork and individual evidence.

One scoreboard

Every game scores performance on the course measure, resilience to shocks and stakeholder trust, plus points for predicting your own result.

Score = 100 × (0.5 × performance + 0.25 × resilience + 0.25 × trust) + up to 10 prediction points a round

Facilitator controls

  • Pause, extend or set the timer; step back a round and replay it
  • Pick, draw or write the event card between rounds
  • Move players, make a Lead, add computer players
  • Award or fine a team with a reason that appears on their phones
  • Show the rules, the QR or one team's decision on the projector
  • Resume after a laptop refresh; export decisions, scores and reflections